##### Alchemist
| Level | Proficiency Bonus | Features | Cantrips Known | Minor Wonders | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
|:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|
| 1st | +2 | Potionmaking, Bottled Magic | 2 | — | 2 | — | — | — | — | — | — | — | — | — | — |
| 2nd | +2 | Deft Scavenger, Minor Wonders | 2 | 4 | 3 | — | — | — | — | — | — | — | — |
| 3rd | +2 | Alchemist Specialization, Visionary | 2 | 4 | 4 | 2 | — | — | — | — | — | — | — |
| 4th | +2 | Ability Score Improvement | 2 | 4 | 4 | 3 | — | — | — | — | — | — | — |
| 5th | +3 | Quick Brew | 3 | 5 | 4 | 3 | 2 | — | — | — | — | — | — |
| 6th | +3 | Alchemist Specialization Feature | 3 | 5 | 4 | 3 | 3 | — | — | — | — | — | — |
| 7th | +3 | ─ | 3 | 5 | 4 | 3 | 3 | 1 | — | — | — | — | — |
| 8th | +3 | Ability Score Improvement | 3 | 6 | 4 | 3 | 3 | 2 | — | — | — | — | — |
| 9th | +4 | ─ | 3 | 6 | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
| 10th | +4 | Deft Scavenger Recipes | 4 | 6 | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
| 11th | +4 | ─ | 4 | 7 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
| 12th | +4 | Ability Score Improvement | 4 | 7 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
| 13th | +5 | ─ | 4 | 7 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
| 14th | +5 | Alchemist Specialization Feature | 4 | 7 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
| 15th | +5 | ─ | 4 | 7 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
| 16th | +5 | Ability Score Improvement | 4 | 7 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
| 17th | +6 | ─ | 4 | 7 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
| 18th | +6 | Deft Scavenger Recipes | 4 | 7 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
| 19th | +6 | Ability Score Improvement | 4 | 7 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
| 20th | +6 | Major Wonders | 4 | 7 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
\pagebreakNum
### Potionmaking
If an effect or game feature calls for the Spellcasting feature, the Potionmaking feature counts as such.
You have focused on the process of brewing potions and magical concoctions, and those are the means through which you channel your arcane energy, rather than directly into spells.
#### Recipe Book
At 1st level, your gain a recipe book, which contains six recipes of spell-replicating potions. When you learn an alchemist spell, it is added as a potion recipe to your recipe book. It does not contain your cantrips, as those are minor alchemical reactions infused with minuscule amounts of magic that you have committed to memory. You learn more cantrips at certain levels, as shown on the Cantrips Known column of the Alchemist table.
#### Brewing Potions
You may leave potions brewing throughout the night. At the end of a long rest, you brew a number of potions of varying intensities as shown on the Alchemist table, provided that you have alchemist's supplies and an alchemist's bag in hands. Each individual potion replicates the effects of a spell of your choice that is in your recipe book. A potion can only replicate a spell you know whose level is equal to or lower than its intensity. Using a potion is identical to casting the spell it replicates for any game effects and it takes the same time as casting the spell. They need no additional material components, only the vial itself and a free hand, thus requiring material and somatic, but not vocal components. The spell replicated is always cast at a level equal to the potion's intensity.
You must determine the spell that each potion is replicating when you brew them at the end of a long rest. So if a 3rd-level alchemist prepares four potions that replicate the Jump spell and two potions that replicate the Darkness spell, you cannot change which spells they replicate until you brew other potions. A potion that replicates a spell requiring costly components uses the costly components on its brewing process, and a potion that replicates a spell requiring concentration needs you to maintain a taxing connection to the magic, thus also requiring your concentration.
Potions remain viable until you use them or you finish a long rest. Alternatively, you can skip brewing any number of new potions to upkeep the same number of existing potions of equal intensities, keeping them viable until your next long rest.
#### Spellcasting Ability
Intelligence is the spellcasting ability for your alchemist potions. You use your Intelligence when a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for one of your potions or when making an attack roll with one.
##### Cantrips (0 Level)
- Acid Splash
- Create Bonfire
- Enthalpy*
- Fire Bolt
- Green-Flame Blade
- Light
- Magic Stone
- Mending
- Poison Spray
- Ray of Frost
- Shocking Grasp
- Thunderclap
##### 1st Level
- Animal Friendship
- Burning Hands
- Charm Person
- Chromatic Orb
- Comprehend Languages
- Cure Wounds
- Detect Magic
- Detect Poison and Disease
- Disguise Self
- Expeditious Retreat
- Faerie Fire
- False Life
- Feather Fall
- Fog Cloud
- Gift of Alacrity
- Grease
- Ice Knife
- Identify
- Illusory Script
- Jump
- Longstrider
- Mage Armor
- Purify Food and Drink
- Protection from Evil and Good
- Ray of Sickness
- Sleep
- Speak with Animals
- Tasha's Caustic Brew
- Tasha's Hideous Laughter
- Thunderwave
- Volatile Substance*
##### 2nd Level
- Aid
- Alter Self
- Barkskin
- Blindness/Deafness
- Borrowed Knowledge
- Calm Emotions
\columnbreak
- Continual Flame
- Darkness
- Darkvision
- Dragon's Breath
- Enhance Ability
- Enlarge/Reduce
- Fortune's Favor
- Gentle Repose
- Hold Person
- Invisibility
- Knock
- Lesser Restoration
- Levitate
- Magic Mouth
- Magic Weapon
- Melf's Acid Arrow
- Nystul's Magic Aura
- Pill of Wondrous Agility*
- Protection from Poison
- Pyrotechnics
- Ray of Enfeeblement
- Scorching Ray
- See Invisibility
- Shatter
- Spider Climb
##### 3rd Level
- Animate Dead
- Ashardalon's Stride
- Catnap
- Daylight
- Dispel Magic
- Elemental Weapon
- Enemies Abound
- Feign Death
- Fireball
- Flame Arrows
- Fly
- Gaseous Form
- Glyph of Warding
- Haste
- Intellect Fortress
- Nondetection
- Protection from Energy
- Revivify
- Sleet Storm
- Stinking Cloud
- Tongues
- Water Breathing
- Water Walk
##### 4th Level
- Blight
- Charm Monster
- Confusion
- Death Ward
\columnbreak
- Elemental Bane
- Fabricate
- Freedom of Movement
- Giant Insect
- Grasping Vine
- Greater Invisibility
- Guardian of Nature
- Ice Storm
- Polymorph
- Stone Shape
- Stoneskin
- Vitality Infusion*
- Wall of Fire
##### 5th Level
- Awaken
- Cloudkill
- Creation
- Contagion
- Greater Restoration
- Hold Monster
- Immolation
- Legend Lore
- Raise Dead
- Reincarnate
- Skill Empowerment
##### 6th Level
- Create Homunculus
- Disintegrate
- Eyebite
- Flesh to Stone
- Harm
- Heal
- Heroes' Feast
- Magic Jar
- Primordial Ward
- True Seeing
- Wind Walk
##### 7th Level
- Create Magen
- Draconic Transformation
- Etherealness
- Regenerate
- Resurrection
- Sequester
- Simulacrum
- Symbol
\columnbreak
##### 8th Level
- Abi-Dalzim's Horrid Wilting
- Antipathy/Sympathy
- Clone
- Feeblemind
- Glibness
- Incendiary Cloud
- Maddening Darkness
- Mind Blank
##### 9th Level
- Foresight
- Invulnerability
- Power Word Heal
- Shapechange
- True Polymorph
\pagebreakNum
# New Spells
#### Enthalpy
*Transmutation cantrip*
___
- **Casting Time:** 1 action
- **Range:** 30 feet
- **Components:** S
- **Duration:** instantaneous
___
By waving your hand and pointing at a substance within range, you can make quick changes to the pressure, energy and temperature of it and its surroundings, changing its current state. You can turn up to 1 pint of liquid that is not being carried into a different state, such as water into ice or mercury into vapor.
Alternatively, you may change the substance's temperature so it's on the edge of changing states, such making a cup of water instantly boiling hot or freezing cold.
#### Volatile Substance
*1st-level Evocation*
___
- **Casting Time:** 1 action
- **Range:** 60 feet
- **Components:** S, M (delicate chemicals prone to combusting)
- **Duration:** instantaneous
___
You toss a vial of highly volatile chemical substances enhanced with magic, which detonates in a point within range, causing it to explode and forcing each creature in a 5-foot-radius sphere centered on that point to make a Dexterity saving throw. On a failed save, a target takes 2d8 fire damage and is knocked prone if they are Medium or smaller, or take half as much damage and no further effects on a successful one.
**At higher levels.** When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. If you cast this spell using a spell slot of 3rd level or higher, the area changes to a 10-foot-radius sphere.
\columnbreak
#### Pill of Wondrous Agility
*2nd-level Transmutation*
___
- **Casting Time:** 1 action
- **Range:** Touch
- **Components:** S, M (a plethora of herbs)
- **Duration:** 24 hours
___
You fuse the ingredients with magic, shaping them into 4 pills that retain their magic for the duration. A creature can take a pill in their turn, no action required. Taking a pill gives the creature a sudden burst of energy, increasing their movement speed by 20 feet until the start of their next turn.
A creature can take multiple pills to stack their effects, to a maximum number on a turn equal to their Constitution modifier (minimum 1). If a creature exceeds that number, they take 1d4 poison damage for each pill taken beyond their limit and must succeed on a Constitution saving throw against your spell save DC or be poisoned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
**At Higher Levels.** When you cast this spell using a spell slot of 3rd level or higher, the movement speed increases by 5 feet for each slot level above 2.
#### Vitality Infusion
*4th-level Transmutation*
___
- **Casting Time:** 1 action
- **Range:** Self
- **Components:** S, M (fruits and herbs used for medicinal tea)
- **Duration:** 1 hour
___
By consuming this sickly sweet potion, a creature regains 4d4+4 hit points and gains the same amount of temporary hit points that last for the duration. Additionally, their hit point maximum cannot be reduced, and any effects currently reducing their hit point maximum are ended.
**At higher levels.** When you cast this spell using a spell slot of 5th level or higher, the healing and temporary hit points increase by 1d4+1 per slot level above 4th.